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92 lines
3.7 KiB
C#

4 years ago
using System.Collections.Generic;
using UnityEngine;
using static KWS.WaterSystem;
namespace KWS
{
public static class KWS_Settings
{
public static class Water
{
public static readonly int DefaultWaterQueue = 2999;
public static readonly int WaterLayer = 4; //water layer bit mask
public static readonly float UpdatePositionEveryMeters = 5.0f;
public static readonly int MaxNormalsAnisoLevel = 4;
public static readonly int MaxRefractionDispersion = 5;
public static readonly int DefaultCubemapCullingMask = 32;
public static readonly float DomainSize = 20f;
public static readonly float DomainSize_LOD1 = 40f;
public static readonly float DomainSize_LOD2 = 160f;
public static readonly float MeshChunkSize = 40;
public static readonly float TesselationMeshChunkSize = 10;
public static readonly int SplineRiverMinVertexCount = 5;
public static readonly int SplineRiverMaxVertexCount = 25;
public static readonly float MaxTesselationFactorInfinite = 15;
public static readonly float MaxTesselationFactorFiniteMin = 5;
public static readonly float MaxTesselationFactorFiniteMax = 25;
public static readonly float MaxTesselationFactorRiver = 5;
public static readonly float MaxTesselationFactorOther = 15;
public static readonly int TesselationInfiniteMeshQuality = 5;
public static readonly int TesselationFiniteMeshQualityMin = 10;
public static readonly int TesselationFiniteMeshQualityMax = 40;
public static readonly float TesselationFiniteMeshQualityRange = 1000;
}
public static class DataPaths
{
public static readonly string CausticFolder = "CausticMaps";
public static readonly string CausticDepthTexture = "KW_CausticDepthTexture";
public static readonly string CausticDepthData = "KW_CausticDepthData";
public static readonly string FlowmapFolder = "FlowMaps";
public static readonly string FlowmapTexture = "FlowMapTexture";
public static readonly string FlowmapData = "FlowMapData";
public static readonly string SplineFolder = "Splines";
public static readonly string SplineData = "SplineData";
}
public static class ShaderPaths
{
public static readonly string KWS_PlatformSpecificHelpers = @"Resources/PlatformSpecific/KWS_PlatformSpecificHelpers.cginc";
public static readonly string KWS_WaterTesselated = @"Resources/PlatformSpecific/KWS_WaterTesselated.shader";
public static readonly string KWS_Water = @"Resources/PlatformSpecific/KWS_Water.shader";
public static readonly string KWS_FoamParticles = @"Resources/PlatformSpecific/KWS_FoamParticles.shader";
}
public static class Caustic
{
public static readonly int CausticCameraDepth_Near = -1;
public static readonly int CausticCameraDepth_Far = 50;
}
public static class SurfaceDepth
{
public static readonly float MaxSurfaceDepthMeters = 50;
}
public static class Shoreline
{
public static readonly int ShadowParticlesDivider = 4;
}
public static class VolumetricLighting
{
public static readonly bool UseFastBilateralMode = false;
}
public static class Reflection
{
public static readonly float MaxSunStrength = 3;
}
public static class DynamicWaves
{
public static readonly int MaxDynamicWavesTexSize = 2048;
}
}
}